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Core/Scripts: Include cleanup
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@@ -732,7 +732,7 @@ GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex fact
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}
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GameObject* building = new GameObject();
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if (!building->Create(entry, map, 0, PacketInfo.PlotPos.Pos, G3D::Quat(), 255, GO_STATE_READY))
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if (!building->Create(entry, map, 0, PacketInfo.PlotPos.Pos, QuaternionData(), 255, GO_STATE_READY))
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{
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delete building;
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return nullptr;
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@@ -744,7 +744,7 @@ GameObject* Garrison::Plot::CreateGameObject(Map* map, GarrisonFactionIndex fact
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{
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Position const& pos2 = finalizeInfo->FactionInfo[faction].Pos;
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GameObject* finalizer = new GameObject();
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if (finalizer->Create(finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2, G3D::Quat(), 255, GO_STATE_READY))
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if (finalizer->Create(finalizeInfo->FactionInfo[faction].GameObjectId, map, 0, pos2, QuaternionData(), 255, GO_STATE_READY))
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{
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// set some spell id to make the object delete itself after use
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finalizer->SetSpellId(finalizer->GetGOInfo()->goober.spell);
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